Fix overcomputation in the classic renderer due to a bug caused by a previous optimization attempt

git-svn-id: https://svn.eduke32.com/eduke32@7017 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-10-07 05:21:29 +00:00
parent 9ae3a3ecb8
commit 12a77176e8

View file

@ -3883,6 +3883,7 @@ static void classicDrawBunches(int32_t bunch)
uint8_t andwstat1 = 0xff, andwstat2 = 0xff;
for (; z>=0; z=bunchp2[z]) //uplc/dplc calculation
{
andwstat1 &= wallmost(uplc,z,sectnum,(uint8_t)0);
@ -3985,6 +3986,7 @@ static void classicDrawBunches(int32_t bunch)
}
}
int32_t gotswall, startsmostwallcnt, startsmostcnt;
//DRAW WALLS SECTION!
for (z=bunchfirst[bunch]; z>=0; z=bunchp2[z])
@ -4011,10 +4013,9 @@ static void classicDrawBunches(int32_t bunch)
const int32_t nextsectnum = wal->nextsector;
const usectortype *const nextsec = nextsectnum>=0 ? (usectortype *)&sector[nextsectnum] : NULL;
int32_t gotswall = 0;
const int32_t startsmostwallcnt = smostwallcnt;
const int32_t startsmostcnt = smostcnt;
gotswall = 0;
startsmostwallcnt = smostwallcnt;
startsmostcnt = smostcnt;
if (searchit == 2 && (searchx >= x1 && searchx <= x2))
{